摘要
在质的研究及理论分析的基础上,构建了16-24岁青少年网络游戏行为的心理需求模型,然后根据该模型编制问卷,进行了量的研究。探索性与验证性因素分析的结果表明:(1)青少年网络游戏心理需求问卷由现实情感的补偿与发泄、人际交往与团队归属、成就体验三个维度组成,具有良好的信度和效度指标,可以施用;(2)青少年对网络游戏的心理需求程度与其对网络游戏的使用程度显著相关。
Basing themselves on qualitative studies and theoretical analysis, the authors constructed a psychological needs model of teenage online game players from 16 to 24, compiled the questionnaire, and did the quantitative research. After an exploratory factor analysis and a confirmatory factor analysis, the results show that (I) the questionnaire consitsts of three factors: compensation and outlet of emotions, social communication and belonging, and needs to experience achievement. It has better reliability, validity, and applicability. (2)There is a significant correlation between psychological needs of teenage online game players and the use of online games.
出处
《心理科学》
CSSCI
CSCD
北大核心
2007年第1期169-172,共4页
Journal of Psychological Science
基金
教育部人文社会科学
上海教育科学项目。
关键词
青少年
网络游戏行为
心理需求
teenager, online game behaviors, psychological needs